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Minetest-c55 changelog
----------------------
This should contain all the major changes.
For minor stuff, refer to the commit log of the repository.

2011-07-04:
- Many small fixes
- Code reorganizing to aid further development
- Renewed map generator

2011-06-02:
- Password crash on windows fixed
- Optimized server CPU usage a lot
- Furnaces now work also while players are not near to them

2011-05-29:
- Optimized smooth lighting
- A number of small fixes
- Added clouds and simple skyboxes
- The glass block added
- Added key configuration to config file
- Player privileges on server
- Slightly updated map format
- Player passwords
- All textures first searched from texture_path
- Map directory ("map") has been renamed to "world" (just rename it to load an old world)
- Mouse inversion (invert_mouse)
- Grass doesn't grow immediately anymore
- Fence added

2011-04-24:
- Smooth lighting with simple ambient occlusion
- Updated main menu

2011-04-23_0_test:
- Small bug fixes
- Item drop multiplication fixed
- HP added
- Added A simple monster which spawns to dark places at map generation time
- Some code refactoring and cleaning (possibly new bugs)

2011-04-11:
- Fixed crafting a bit

2011-04-10_0:
- Asynchronous map generation
- New object system

2011-04-06:
- Mesh update of node addition/removal is now done asynchronously on client, removing frametime spike
- Node addition/removal is sent directly only to clients that are closer than 100 nodes to the modification. For the others, the modified blocks are set unsent. (and are re-sent when applicable)

2011-04-05:
- Made furnace usable
- Added cobblestone
- Added wood, stone and steel tools: pickaxes, shovels and axes
- Incremented to version 0.0.2

2011-04-04:
- Cleaned client to be completely synchronous, except for the mesh calculation, which is now done with queues in a separate thread.
- Added node metadata support
- Added chests

2011-02-17:
- Added better handling of textures. Now many file extensions are searched. Also too large textures are not put on the texture atlas, and the construction of the texture atlas is stopped when it is full.

2011-02-16:
- Better handling of Ctrl-C on POSIX systems

2011-02-15:
- Fixed a problem of not saving and loading the "lighting expired" value of MapBlocks properly. This caused high server CPU usage.
- Ctrl-C handling on POSIX systems
- Added simple command support to server
- Added settings enable_texture_atlas and texture_path

2011-02-14:
- Created changelog.txt
- Added sneaking/crouching
- Modified the looks of the hotbar and cleaned code
- Added code to allow generating 3D cube images for inventory

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
#include "mapblock_mesh.h"
#include "settings.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include "client.h"
#include "noise.h"

// Distance of light extrapolation (for oversized nodes)
// After this distance, it gives up and considers light level constant
#define SMOOTH_LIGHTING_OVERSIZE 1.0

// Node edge count (for glasslike-framed)
#define FRAMED_EDGE_COUNT 12

// Node neighbor count, including edge-connected, but not vertex-connected
// (for glasslike-framed)
// Corresponding offsets are listed in g_27dirs
#define FRAMED_NEIGHBOR_COUNT 18

static const v3s16 light_dirs[8] = {
	v3s16(-1, -1, -1),
	v3s16(-1, -1,  1),
	v3s16(-1,  1, -1),
	v3s16(-1,  1,  1),
	v3s16( 1, -1, -1),
	v3s16( 1, -1,  1),
	v3s16( 1,  1, -1),
	v3s16( 1,  1,  1),
};

// Standard index set to make a quad on 4 vertices
static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};

const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";

MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
{
	data      = input;
	collector = output;

	nodedef   = data->m_client->ndef();
	meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();

	enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
		!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting

	blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
}

void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
{
	if (special)
		getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
	else
		getTile(index, &tile);
	if (!data->m_smooth_lighting)
		color = encode_light(light, f->light_source);

	for (auto &layer : tile.layers) {
		layer.material_flags |= set_flags;
		layer.material_flags &= ~reset_flags;
	}
}

// Returns a tile, ready for use, non-rotated.
void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
{
	getNodeTileN(n, p, index, data, *tile);
}

// Returns a tile, ready for use, rotated according to the node facedir.
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
	getNodeTile(n, p, direction, data, *tile);
}

// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
	*tile = f->special_tiles[index];
	TileLayer *top_layer = nullptr;

	for (auto &layernum : tile->layers) {
		TileLayer *layer = &layernum;
		if (layer->texture_id == 0)
			continue;
		top_layer = layer;
		if (!layer->has_color)
			n.getColor(*f, &layer->color);
	}

	if (apply_crack)
		top_layer->material_flags |= MATERIAL_FLAG_CRACK;
}

void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
	float vertical_tiling)
{
	const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
		v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
	video::S3DVertex vertices[4];
	bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
	v3f normal2(normal.X, normal.Y, normal.Z);
	for (int j = 0; j < 4; j++) {
		vertices[j].Pos = coords[j] + origin;
		vertices[j].Normal = normal2;
		if (data->m_smooth_lighting)
			vertices[j].Color = blendLightColor(coords[j]);
		else
			vertices[j].Color = color;
		if (shade_face)
			applyFacesShading(vertices[j].Color, normal2);
		vertices[j].TCoords = tcoords[j];
	}
	collector->append(tile, vertices, 4, quad_indices, 6);
}

// Create a cuboid.
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  lights    - vertex light levels. The order is the same as in light_dirs.
//              NULL may be passed if smooth lighting is disabled.
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
	TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
{
	assert(tilecount >= 1 && tilecount <= 6); // pre-condition

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;

	video::SColor colors[6];
	if (!data->m_smooth_lighting) {
		for (int face = 0; face != 6; ++face) {
			colors[face] = encode_light(light, f->light_source);
		}
		if (!f->light_source) {
			applyFacesShading(colors[0], v3f(0, 1, 0));
			applyFacesShading(colors[1], v3f(0, -1, 0));
			applyFacesShading(colors[2], v3f(1, 0, 0));
			applyFacesShading(colors[3], v3f(-1, 0, 0));
			applyFacesShading(colors[4], v3f(0, 0, 1));
			applyFacesShading(colors[5], v3f(0, 0, -1));
		}
	}

	video::S3DVertex vertices[24] = {
		// top
		video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
		video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
		video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
		video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
		// bottom
		video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
		video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
		video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
		video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
		// right
		video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
		video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
		video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
		video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
		// left
		video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
		video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
		video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
		video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
		// back
		video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
		video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
		video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
		video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
		// front
		video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
		video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
		video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
		video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
	};

	static const u8 light_indices[24] = {
		3, 7, 6, 2,
		0, 4, 5, 1,
		6, 7, 5, 4,
		3, 2, 0, 1,
		7, 3, 1, 5,
		2, 6, 4, 0
	};

	for (int face = 0; face < 6; face++) {
		int tileindex = MYMIN(face, tilecount - 1);
		const TileSpec &tile = tiles[tileindex];
		for (int j = 0; j < 4; j++) {
			video::S3DVertex &vertex = vertices[face * 4 + j];
			v2f &tcoords = vertex.TCoords;
			switch (tile.rotation) {
			case 0:
				break;
			case 1: // R90
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 2: // R180
				tcoords.rotateBy(180, irr::core::vector2df(0, 0));
				break;
			case 3: // R270
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 4: // FXR90
				tcoords.X = 1.0 - tcoords.X;
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 5: // FXR270
				tcoords.X = 1.0 - tcoords.X;
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 6: // FYR90
				tcoords.Y = 1.0 - tcoords.Y;
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 7: // FYR270
				tcoords.Y = 1.0 - tcoords.Y;
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 8: // FX
				tcoords.X = 1.0 - tcoords.X;
				break;
			case 9: // FY
				tcoords.Y = 1.0 - tcoords.Y;
				break;
			default:
				break;
			}
		}
	}

	if (data->m_smooth_lighting) {
		for (int j = 0; j < 24; ++j) {
			video::S3DVertex &vertex = vertices[j];
			vertex.Color = encode_light(
				lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
				f->light_source);
			if (!f->light_source)
				applyFacesShading(vertex.Color, vertex.Normal);
		}
	}

	// Add to mesh collector
	for (int k = 0; k < 6; ++k) {
		int tileindex = MYMIN(k, tilecount - 1);
		collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
	}
}

// Gets the base lighting values for a node
void MapblockMeshGenerator::getSmoothLightFrame()
{
	for (int k = 0; k < 8; ++k)
		frame.sunlight[k] = false;
	for (int k = 0; k < 8; ++k) {
		LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
		frame.lightsDay[k] = light.lightDay;
		frame.lightsNight[k] = light.lightNight;
		// If there is direct sunlight and no ambient occlusion at some corner,
		// mark the vertical edge (top and bottom corners) containing it.
		if (light.lightDay == 255) {
			frame.sunlight[k] = true;
			frame.sunlight[k ^ 2] = true;
		}
	}
}

// Calculates vertex light level
//  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
	// Light levels at (logical) node corners are known. Here,
	// trilinear interpolation is used to calculate light level
	// at a given point in the node.
	f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 lightDay = 0.0; // daylight
	f32 lightNight = 0.0;
	f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
	for (int k = 0; k < 8; ++k) {
		f32 dx = (k & 4) ? x : 1 - x;
		f32 dy = (k & 2) ? y : 1 - y;
		f32 dz = (k & 1) ? z : 1 - z;
		// Use direct sunlight (255), if any; use daylight otherwise.
		f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
		lightDay += dx * dy * dz * frame.lightsDay[k];
		lightNight += dx * dy * dz * frame.lightsNight[k];
		lightBoosted += dx * dy * dz * light_boosted;
	}
	return LightInfo{lightDay, lightNight, lightBoosted};
}

// Calculates vertex color to be used in mapblock mesh
//  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
//  tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
	LightInfo light = blendLight(vertex_pos);
	return encode_light(light.getPair(), f->light_source);
}

video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
	const v3f &vertex_normal)
{
	LightInfo light = blendLight(vertex_pos);
	video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
	if (!f->light_source)
		applyFacesShading(color, vertex_normal);
	return color;
}

void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
{
	f32 tx1 = (box.MinEdge.X / BS) + 0.5;
	f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
	f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
	f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
	f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
	f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
	f32 txc[24] = {
		    tx1, 1 - tz2,     tx2, 1 - tz1, // up
		    tx1,     tz1,     tx2,     tz2, // down
		    tz1, 1 - ty2,     tz2, 1 - ty1, // right
		1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
		1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
		    tx1, 1 - ty2,     tx2, 1 - ty1, // front
	};
	for (int i = 0; i != 24; ++i)
		coords[i] = txc[i];
}

void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
	TileSpec *tiles, int tile_count)
{
	f32 texture_coord_buf[24];
	f32 dx1 = box.MinEdge.X;
	f32 dy1 = box.MinEdge.Y;
	f32 dz1 = box.MinEdge.Z;
	f32 dx2 = box.MaxEdge.X;
	f32 dy2 = box.MaxEdge.Y;
	f32 dz2 = box.MaxEdge.Z;
	box.MinEdge += origin;
	box.MaxEdge += origin;
	if (!txc) {
		generateCuboidTextureCoords(box, texture_coord_buf);
		txc = texture_coord_buf;
	}
	if (!tiles) {
		tiles = &tile;
		tile_count = 1;
	}
	if (data->m_smooth_lighting) {
		LightInfo lights[8];
		for (int j = 0; j < 8; ++j) {
			v3f d;
			d.X = (j & 4) ? dx2 : dx1;
			d.Y = (j & 2) ? dy2 : dy1;
			d.Z = (j & 1) ? dz2 : dz1;
			lights[j] = blendLight(d);
		}
		drawCuboid(box, tiles, tile_count, lights, txc);
	} else {
		drawCuboid(box, tiles, tile_count, nullptr, txc);
	}
}

void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
	getSpecialTile(0, &tile_liquid_top);
	getSpecialTile(1, &tile_liquid);

	MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
	MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z));
	c_flowing = nodedef->getId(f->liquid_alternative_flowing);
	c_source = nodedef->getId(f->liquid_alternative_source);
	top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
	draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source);
	if (draw_liquid_bottom) {
		const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
		if (f2.solidness > 1)
			draw_liquid_bottom = false;
	}

	if (data->m_smooth_lighting)
		return; // don't need to pre-compute anything in this case

	if (f->light_source != 0) {
		// If this liquid emits light and doesn't contain light, draw
		// it at what it emits, for an increased effect
		u8 e = decode_light(f->light_source);
		light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
	} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
		// Otherwise, use the light of the node on top if possible
		light = LightPair(getInteriorLight(ntop, 0, nodedef));
	}

	color_liquid_top = encode_light(light, f->light_source);
	color = encode_light(light, f->light_source);
}

void MapblockMeshGenerator::getLiquidNeighborhood()
{
	u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

	for (int w = -1; w <= 1; w++)
	for (int u = -1; u <= 1; u++) {
		NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
		v3s16 p2 = p + v3s16(u, 0, w);
		MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
		neighbor.content = n2.getContent();
		neighbor.level = -0.5 * BS;
		neighbor.is_same_liquid = false;
		neighbor.top_is_same_liquid = false;

		if (neighbor.content == CONTENT_IGNORE)
			continue;

		if (neighbor.content == c_source) {
			neighbor.is_same_liquid = true;
			neighbor.level = 0.5 * BS;
		} else if (neighbor.content == c_flowing) {
			neighbor.is_same_liquid = true;
			u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
			if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range)
				liquid_level = 0;
			else
				liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
			neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
		}

		// Check node above neighbor.
		// NOTE: This doesn't get executed if neighbor
		//       doesn't exist
		p2.Y++;
		n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
		if (n2.getContent() == c_source || n2.getContent() == c_flowing)
			neighbor.top_is_same_liquid = true;
	}
}

void MapblockMeshGenerator::calculateCornerLevels()
{
	for (int k = 0; k < 2; k++)
	for (int i = 0; i < 2; i++)
		corner_levels[k][i] = getCornerLevel(i, k);
}

f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
{
	float sum = 0;
	int count = 0;
	int air_count = 0;
	for (int dk = 0; dk < 2; dk++)
	for (int di = 0; di < 2; di++) {
		NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
		content_t content = neighbor_data.content;

		// If top is liquid, draw starting from top of node
		if (neighbor_data.top_is_same_liquid)
			return 0.5 * BS;

		// Source always has the full height
		if (content == c_source)
			return 0.5 * BS;

		// Flowing liquid has level information
		if (content == c_flowing) {
			sum += neighbor_data.level;
			count++;
		} else if (content == CONTENT_AIR) {
			air_count++;
			if (air_count >= 2)
				return -0.5 * BS + 0.2;
		}
	}
	if (count > 0)
		return sum / count;
	return 0;
}

void MapblockMeshGenerator::drawLiquidSides()
{
	struct LiquidFaceDesc {
		v3s16 dir; // XZ
		v3s16 p[2]; // XZ only; 1 means +, 0 means -
	};
	struct UV {
		int u, v;
	};
	static const LiquidFaceDesc base_faces[4] = {
		{v3s16( 1, 0,  0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
		{v3s16(-1, 0,  0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
		{v3s16( 0, 0,  1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
		{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
	};
	static const UV base_vertices[4] = {
		{0, 1},
		{1, 1},
		{1, 0},
		{0, 0}
	};

	for (const auto &face : base_faces) {
		const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];

		// No face between nodes of the same liquid, unless there is node
		// at the top to which it should be connected. Again, unless the face
		// there would be inside the liquid
		if (neighbor.is_same_liquid) {
			if (!top_is_same_liquid)
				continue;
			if (neighbor.top_is_same_liquid)
				continue;
		}

		const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
		// Don't draw face if neighbor is blocking the view
		if (neighbor_features.solidness == 2)
			continue;

		video::S3DVertex vertices[4];
		for (int j = 0; j < 4; j++) {
			const UV &vertex = base_vertices[j];
			const v3s16 &base = face.p[vertex.u];
			v3f pos;
			pos.X = (base.X - 0.5) * BS;
			pos.Z = (base.Z - 0.5) * BS;
			if (vertex.v)
				pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
			else
				pos.Y =     !top_is_same_liquid ? corner_levels[base.Z][base.X] :  0.5 * BS;
			if (data->m_smooth_lighting)
				color = blendLightColor(pos);
			pos += origin;
			vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
		};
		collector->append(tile_liquid, vertices, 4, quad_indices, 6);
	}
}

void MapblockMeshGenerator::drawLiquidTop()
{
	// To get backface culling right, the vertices need to go
	// clockwise around the front of the face. And we happened to
	// calculate corner levels in exact reverse order.
	static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};

	video::S3DVertex vertices[4] = {
		video::S3DVertex(-BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
		video::S3DVertex( BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
		video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
		video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
	};

	for (int i = 0; i < 4; i++) {
		int u = corner_resolve[i][0];
		int w = corner_resolve[i][1];
		vertices[i].Pos.Y += corner_levels[w][u];
		if (data->m_smooth_lighting)
			vertices[i].Color = blendLightColor(vertices[i].Pos);
		vertices[i].Pos += origin;
	}

	// Default downwards-flowing texture animation goes from
	// -Z towards +Z, thus the direction is +Z.
	// Rotate texture to make animation go in flow direction
	// Positive if liquid moves towards +Z
	f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
	         (corner_levels[1][0] + corner_levels[1][1]);
	// Positive if liquid moves towards +X
	f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
	         (corner_levels[0][1] + corner_levels[1][1]);
	f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
	v2f tcoord_center(0.5, 0.5);
	v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
	tcoord_translate.rotateBy(tcoord_angle);
	tcoord_translate.X -= floor(tcoord_translate.X);
	tcoord_translate.Y -= floor(tcoord_translate.Y);

	for (video::S3DVertex &vertex : vertices) {
		vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
		vertex.TCoords += tcoord_translate;
	}

	std::swap(vertices[0].TCoords, vertices[2].TCoords);

	collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}

void MapblockMeshGenerator::drawLiquidBottom()
{
	video::S3DVertex vertices[4] = {
		video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
		video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
		video::S3DVertex( BS / 2, -BS / 2,  BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
		video::S3DVertex(-BS / 2, -BS / 2,  BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
	};

	for (int i = 0; i < 4; i++) {
		if (data->m_smooth_lighting)
			vertices[i].Color = blendLightColor(vertices[i].Pos);
		vertices[i].Pos += origin;
	}

	collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}

void MapblockMeshGenerator::drawLiquidNode()
{
	prepareLiquidNodeDrawing();
	getLiquidNeighborhood();
	calculateCornerLevels();
	drawLiquidSides();
	if (!top_is_same_liquid)
		drawLiquidTop();
	if (draw_liquid_bottom)
		drawLiquidBottom();
}

void MapblockMeshGenerator::drawGlasslikeNode()
{
	useTile(0, 0, 0);

	for (int face = 0; face < 6; face++) {
		// Check this neighbor
		v3s16 dir = g_6dirs[face];
		v3s16 neighbor_pos = blockpos_nodes + p + dir;
		MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
		// Don't make face if neighbor is of same type
		if (neighbor.getContent() == n.getContent())
			continue;
		// Face at Z-
		v3f vertices[4] = {
			v3f(-BS / 2,  BS / 2, -BS / 2),
			v3f( BS / 2,  BS / 2, -BS / 2),
			v3f( BS / 2, -BS / 2, -BS / 2),
			v3f(-BS / 2, -BS / 2, -BS / 2),
		};

		for (v3f &vertex : vertices) {
			switch (face) {
				case D6D_ZP:
					vertex.rotateXZBy(180); break;
				case D6D_YP:
					vertex.rotateYZBy( 90); break;
				case D6D_XP:
					vertex.rotateXZBy( 90); break;
				case D6D_ZN:
					vertex.rotateXZBy(  0); break;
				case D6D_YN:
					vertex.rotateYZBy(-90); break;
				case D6D_XN:
					vertex.rotateXZBy(-90); break;
			}
		}
		drawQuad(vertices, dir);
	}
}

void MapblockMeshGenerator::drawGlasslikeFramedNode()
{
	TileSpec tiles[6];
	for (int face = 0; face < 6; face++)
		getTile(g_6dirs[face], &tiles[face]);

	if (!data->m_smooth_lighting)
		color = encode_light(light, f->light_source);

	TileSpec glass_tiles[6];
	for (auto &glass_tile : glass_tiles)
		glass_tile = tiles[4];

	u8 param2 = n.getParam2();
	bool H_merge = !(param2 & 128);
	bool V_merge = !(param2 & 64);
	param2 &= 63;

	static const float a = BS / 2.0f;
	static const float g = a - 0.03f;
	static const float b = 0.876f * (BS / 2.0f);

	static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
		aabb3f( b,  b, -a,  a,  a,  a), // y+
		aabb3f(-a,  b, -a, -b,  a,  a), // y+
		aabb3f( b, -a, -a,  a, -b,  a), // y-
		aabb3f(-a, -a, -a, -b, -b,  a), // y-
		aabb3f( b, -a,  b,  a,  a,  a), // x+
		aabb3f( b, -a, -a,  a,  a, -b), // x+
		aabb3f(-a, -a,  b, -b,  a,  a), // x-
		aabb3f(-a, -a, -a, -b,  a, -b), // x-
		aabb3f(-a,  b,  b,  a,  a,  a), // z+
		aabb3f(-a, -a,  b,  a, -b,  a), // z+
		aabb3f(-a, -a, -a,  a, -b, -b), // z-
		aabb3f(-a,  b, -a,  a,  a, -b), // z-
	};

	// tables of neighbour (connect if same type and merge allowed),
	// checked with g_26dirs

	// 1 = connect, 0 = face visible
	bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

	// 1 = check
	static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
		{0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
	static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
		{1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
	static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
		{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
	const bool *check_nb = check_nb_all;

	// neighbours checks for frames visibility
	if (H_merge || V_merge) {
		if (!H_merge)
			check_nb = check_nb_vertical; // vertical-only merge
		if (!V_merge)
			check_nb = check_nb_horizontal; // horizontal-only merge
		content_t current = n.getContent();
		for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
			if (!check_nb[i])
				continue;
			v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
			MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
			content_t n2c = n2.getContent();
			if (n2c == current)
				nb[i] = 1;
		}
	}

	// edge visibility

	static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = {
		{1, 2,  7}, {1, 5,  6}, {4, 2, 15}, {4, 5, 14},
		{2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12},
		{0, 1,  8}, {0, 4, 16}, {3, 4, 17}, {3, 1,  9},
	};

	tile = tiles[1];
	for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
		bool edge_invisible;
		if (nb[nb_triplet[edge][2]])
			edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
		else
			edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
		if (edge_invisible)
			continue;
		drawAutoLightedCuboid(frame_edges[edge]);
	}

	for (int face = 0; face < 6; face++) {
		if (nb[face])
			continue;

		tile = glass_tiles[face];
		// Face at Z-
		v3f vertices[4] = {
			v3f(-a,  a, -g),
			v3f( a,  a, -g),
			v3f( a, -a, -g),
			v3f(-a, -a, -g),
		};

		for (v3f &vertex : vertices) {
			switch (face) {
				case D6D_ZP:
					vertex.rotateXZBy(180); break;
				case D6D_YP:
					vertex.rotateYZBy( 90); break;
				case D6D_XP:
					vertex.rotateXZBy( 90); break;
				case D6D_ZN:
					vertex.rotateXZBy(  0); break;
				case D6D_YN:
					vertex.rotateYZBy(-90); break;
				case D6D_XN:
					vertex.rotateXZBy(-90); break;
			}
		}
		v3s16 dir = g_6dirs[face];
		drawQuad(vertices, dir);
	}

	// Optionally render internal liquid level defined by param2
	// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
	if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
			f->special_tiles[0].layers[0].texture) {
		// Internal liquid level has param2 range 0 .. 63,
		// convert it to -0.5 .. 0.5
		float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
		getSpecialTile(0, &tile);
		drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
		                             -(nb[4] ? g : b),
		                             -(nb[3] ? g : b),
		                              (nb[2] ? g : b),
		                              (nb[1] ? g : b) * vlev,
		                              (nb[0] ? g : b)));
	}
}

void MapblockMeshGenerator::drawAllfacesNode()
{
	static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
	useTile(0, 0, 0);
	drawAutoLightedCuboid(box);
}

void MapblockMeshGenerator::drawTorchlikeNode()
{
	u8 wall = n.getWallMounted(nodedef);
	u8 tileindex = 0;
	switch (wall) {
		case DWM_YP: tileindex = 1; break; // ceiling
		case DWM_YN: tileindex = 0; break; // floor
		default:     tileindex = 2; // side (or invalid—should we care?)
	}
	useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);

	float size = BS / 2 * f->visual_scale;
	v3f vertices[4] = {
		v3f(-size,  size, 0),
		v3f( size,  size, 0),
		v3f( size, -size, 0),
		v3f(-size, -size, 0),
	};

	for (v3f &vertex : vertices) {
		switch (wall) {
			case DWM_YP:
				vertex.Y += -size + BS/2;
				vertex.rotateXZBy(-45);
				break;
			case DWM_YN:
				vertex.Y += size - BS/2;
				vertex.rotateXZBy(45);
				break;
			case DWM_XP:
				vertex.X += -size + BS/2;
				break;
			case DWM_XN:
				vertex.X += -size + BS/2;
				vertex.rotateXZBy(180);
				break;
			case DWM_ZP:
				vertex.X += -size + BS/2;
				vertex.rotateXZBy(90);
				break;
			case DWM_ZN:
				vertex.X += -size + BS/2;
				vertex.rotateXZBy(-90);
		}
	}
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawSignlikeNode()
{
	u8 wall = n.getWallMounted(nodedef);
	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
	static const float offset = BS / 16;
	float size = BS / 2 * f->visual_scale;
	// Wall at X+ of node
	v3f vertices[4] = {
		v3f(BS / 2 - offset,  size,  size),
		v3f(BS / 2 - offset,  size, -size),
		v3f(BS / 2 - offset, -size, -size),
		v3f(BS / 2 - offset, -size,  size),
	};

	for (v3f &vertex : vertices) {
		switch (wall) {
			case DWM_YP:
				vertex.rotateXYBy( 90); break;
			case DWM_YN:
				vertex.rotateXYBy(-90); break;
			case DWM_XP:
				vertex.rotateXZBy(  0); break;
			case DWM_XN:
				vertex.rotateXZBy(180); break;
			case DWM_ZP:
				vertex.rotateXZBy( 90); break;
			case DWM_ZN:
				vertex.rotateXZBy(-90); break;
		}
	}
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
	bool offset_top_only)
{
	v3f vertices[4] = {
		v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
		v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
		v3f( scale, -BS / 2, 0),
		v3f(-scale, -BS / 2, 0),
	};
	if (random_offset_Y) {
		PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
		offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
	}
	int offset_count = offset_top_only ? 2 : 4;
	for (int i = 0; i < offset_count; i++)
		vertices[i].Z += quad_offset;

	for (v3f &vertex : vertices) {
		vertex.rotateXZBy(rotation + rotate_degree);
		vertex += offset;
	}
	drawQuad(vertices, v3s16(0, 0, 0), plant_height);
}

void MapblockMeshGenerator::drawPlantlike()
{
	draw_style = PLANT_STYLE_CROSS;
	scale = BS / 2 * f->visual_scale;
	offset = v3f(0, 0, 0);
	rotate_degree = 0;
	random_offset_Y = false;
	face_num = 0;
	plant_height = 1.0;

	switch (f->param_type_2) {
	case CPT2_MESHOPTIONS:
		draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
		if (n.param2 & MO_BIT_SCALE_SQRT2)
			scale *= 1.41421;
		if (n.param2 & MO_BIT_RANDOM_OFFSET) {
			PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
			offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
			offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
		}
		if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
			random_offset_Y = true;
		break;

	case CPT2_DEGROTATE:
		rotate_degree = n.param2 * 2;
		break;

	case CPT2_LEVELED:
		plant_height = n.param2 / 16.0;
		break;

	default:
		break;
	}

	switch (draw_style) {
	case PLANT_STYLE_CROSS:
		drawPlantlikeQuad(46);
		drawPlantlikeQuad(-44);
		break;

	case PLANT_STYLE_CROSS2:
		drawPlantlikeQuad(91);
		drawPlantlikeQuad(1);
		break;

	case PLANT_STYLE_STAR:
		drawPlantlikeQuad(121);
		drawPlantlikeQuad(241);
		drawPlantlikeQuad(1);
		break;

	case PLANT_STYLE_HASH:
		drawPlantlikeQuad(  1, BS / 4);
		drawPlantlikeQuad( 91, BS / 4);
		drawPlantlikeQuad(181, BS / 4);
		drawPlantlikeQuad(271, BS / 4);
		break;

	case PLANT_STYLE_HASH2:
		drawPlantlikeQuad(  1, -BS / 2, true);
		drawPlantlikeQuad( 91, -BS / 2, true);
		drawPlantlikeQuad(181, -BS / 2, true);
		drawPlantlikeQuad(271, -BS / 2, true);
		break;
	}
}

void MapblockMeshGenerator::drawPlantlikeNode()
{
	useTile();
	drawPlantlike();
}

void MapblockMeshGenerator::drawPlantlikeRootedNode()
{
	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
	origin += v3f(0.0, BS, 0.0);
	p.Y++;
	if (data->m_smooth_lighting) {
		getSmoothLightFrame();
	} else {
		MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
		light = LightPair(getInteriorLight(ntop, 1, nodedef));
	}
	drawPlantlike();
	p.Y--;
}

void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
	float offset_h, float offset_v)
{
	v3f vertices[4] = {
		v3f(-scale, -BS / 2 + scale * 2, 0),
		v3f( scale, -BS / 2 + scale * 2, 0),
		v3f( scale, -BS / 2, 0),
		v3f(-scale, -BS / 2, 0),
	};

	for (v3f &vertex : vertices) {
		vertex.rotateYZBy(opening_angle);
		vertex.Z += offset_h;
		vertex.rotateXZBy(rotation);
		vertex.Y += offset_v;
	}
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawFirelikeNode()
{
	useTile();
	scale = BS / 2 * f->visual_scale;

	// Check for adjacent nodes
	bool neighbors = false;
	bool neighbor[6] = {0, 0, 0, 0, 0, 0};
	content_t current = n.getContent();
	for (int i = 0; i < 6; i++) {
		v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
		MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
		content_t n2c = n2.getContent();
		if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
			neighbor[i] = true;
			neighbors = true;
		}
	}
	bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
	bool drawBottomFire = neighbor[D6D_YP];

	if (drawBasicFire || neighbor[D6D_ZP])
		drawFirelikeQuad(0, -10, 0.4 * BS);
	else if (drawBottomFire)
		drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);

	if (drawBasicFire || neighbor[D6D_XN])
		drawFirelikeQuad(90, -10, 0.4 * BS);
	else if (drawBottomFire)
		drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);

	if (drawBasicFire || neighbor[D6D_ZN])
		drawFirelikeQuad(180, -10, 0.4 * BS);
	else if (drawBottomFire)
		drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);

	if (drawBasicFire || neighbor[D6D_XP])
		drawFirelikeQuad(270, -10, 0.4 * BS);
	else if (drawBottomFire)
		drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);

	if (drawBasicFire) {
		drawFirelikeQuad(45, 0, 0.0);
		drawFirelikeQuad(-45, 0, 0.0);
	}
}

void MapblockMeshGenerator::drawFencelikeNode()
{
	useTile(0, 0, 0);
	TileSpec tile_nocrack = tile;

	for (auto &layer : tile_nocrack.layers)
		layer.material_flags &= ~MATERIAL_FLAG_CRACK;

	// Put wood the right way around in the posts
	TileSpec tile_rot = tile;
	tile_rot.rotation = 1;

	static const f32 post_rad = BS / 8;
	static const f32 bar_rad  = BS / 16;
	static const f32 bar_len  = BS / 2 - post_rad;

	// The post - always present
	static const aabb3f post(-post_rad, -BS / 2, -post_rad,
	                          post_rad,  BS / 2,  post_rad);
	static const f32 postuv[24] = {
		0.375, 0.375, 0.625, 0.625,
		0.375, 0.375, 0.625, 0.625,
		0.000, 0.000, 0.250, 1.000,
		0.250, 0.000, 0.500, 1.000,
		0.500, 0.000, 0.750, 1.000,
		0.750, 0.000, 1.000, 1.000,
	};
	tile = tile_rot;
	drawAutoLightedCuboid(post, postuv);

	tile = tile_nocrack;

	// Now a section of fence, +X, if there's a post there
	v3s16 p2 = p;
	p2.X++;
	MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
	const ContentFeatures *f2 = &nodedef->get(n2);
	if (f2->drawtype == NDT_FENCELIKE) {
		static const aabb3f bar_x1(BS / 2 - bar_len,  BS / 4 - bar_rad, -bar_rad,
		                           BS / 2 + bar_len,  BS / 4 + bar_rad,  bar_rad);
		static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
		                           BS / 2 + bar_len, -BS / 4 + bar_rad,  bar_rad);
		static const f32 xrailuv[24] = {
			0.000, 0.125, 1.000, 0.250,
			0.000, 0.250, 1.000, 0.375,
			0.375, 0.375, 0.500, 0.500,
			0.625, 0.625, 0.750, 0.750,
			0.000, 0.500, 1.000, 0.625,
			0.000, 0.875, 1.000, 1.000,
		};
		drawAutoLightedCuboid(bar_x1, xrailuv);
		drawAutoLightedCuboid(bar_x2, xrailuv);
	}

	// Now a section of fence, +Z, if there's a post there
	p2 = p;
	p2.Z++;
	n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
	f2 = &nodedef->get(n2);
	if (f2->drawtype == NDT_FENCELIKE) {
		static const aabb3f bar_z1(-bar_rad,  BS / 4 - bar_rad, BS / 2 - bar_len,
		                            bar_rad,  BS / 4 + bar_rad, BS / 2 + bar_len);
		static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
		                            bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
		static const f32 zrailuv[24] = {
			0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
			0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
			0.0000, 0.5625, 1.0000, 0.6875,
			0.0000, 0.3750, 1.0000, 0.5000,
			0.3750, 0.3750, 0.5000, 0.5000,
			0.6250, 0.6250, 0.7500, 0.7500,
		};
		drawAutoLightedCuboid(bar_z1, zrailuv);
		drawAutoLightedCuboid(bar_z2, zrailuv);
	}
}

bool MapblockMeshGenerator::isSameRail(v3s16 dir)
{
	MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
	if (node2.getContent() == n.getContent())
		return true;
	const ContentFeatures &def2 = nodedef->get(node2);
	return ((def2.drawtype == NDT_RAILLIKE) &&
		(def2.getGroup(raillike_groupname) == raillike_group));
}

void MapblockMeshGenerator::drawRaillikeNode()
{
	static const v3s16 direction[4] = {
		v3s16( 0, 0,  1),
		v3s16( 0, 0, -1),
		v3s16(-1, 0,  0),
		v3s16( 1, 0,  0),
	};
	static const int slope_angle[4] = {0, 180, 90, -90};

	enum RailTile {
		straight,
		curved,
		junction,
		cross,
	};
	struct RailDesc {
		int tile_index;
		int angle;
	};
	static const RailDesc rail_kinds[16] = {
		                   // +x -x -z +z
		                   //-------------
		{straight,   0}, //  .  .  .  .
		{straight,   0}, //  .  .  . +Z
		{straight,   0}, //  .  . -Z  .
		{straight,   0}, //  .  . -Z +Z
		{straight,  90}, //  . -X  .  .
		{  curved, 180}, //  . -X  . +Z
		{  curved, 270}, //  . -X -Z  .
		{junction, 180}, //  . -X -Z +Z
		{straight,  90}, // +X  .  .  .
		{  curved,  90}, // +X  .  . +Z
		{  curved,   0}, // +X  . -Z  .
		{junction,   0}, // +X  . -Z +Z
		{straight,  90}, // +X -X  .  .
		{junction,  90}, // +X -X  . +Z
		{junction, 270}, // +X -X -Z  .
		{   cross,   0}, // +X -X -Z +Z
	};

	raillike_group = nodedef->get(n).getGroup(raillike_groupname);

	int code = 0;
	int angle;
	int tile_index;
	bool sloped = false;
	for (int dir = 0; dir < 4; dir++) {
		bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0));
		if (rail_above) {
			sloped = true;
			angle = slope_angle[dir];
		}
		if (rail_above ||
				isSameRail(direction[dir]) ||
				isSameRail(direction[dir] + v3s16(0, -1, 0)))
			code |= 1 << dir;
	}

	if (sloped) {
		tile_index = straight;
	} else {
		tile_index = rail_kinds[code].tile_index;
		angle = rail_kinds[code].angle;
	}

	useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);

	static const float offset = BS / 64;
	static const float size   = BS / 2;
	float y2 = sloped ? size : -size;
	v3f vertices[4] = {
		v3f(-size,    y2 + offset,  size),
		v3f( size,    y2 + offset,  size),
		v3f( size, -size + offset, -size),
		v3f(-size, -size + offset, -size),
	};
	if (angle)
		for (v3f &vertex : vertices)
			vertex.rotateXZBy(angle);
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawNodeboxNode()
{
	static const v3s16 tile_dirs[6] = {
		v3s16(0, 1, 0),
		v3s16(0, -1, 0),
		v3s16(1, 0, 0),
		v3s16(-1, 0, 0),
		v3s16(0, 0, 1),
		v3s16(0, 0, -1)
	};

	// we have this order for some reason...
	static const v3s16 connection_dirs[6] = {
		v3s16( 0,  1,  0), // top
		v3s16( 0, -1,  0), // bottom
		v3s16( 0,  0, -1), // front
		v3s16(-1,  0,  0), // left
		v3s16( 0,  0,  1), // back
		v3s16( 1,  0,  0), // right
	};

	TileSpec tiles[6];
	for (int face = 0; face < 6; face++) {
		// Handles facedir rotation for textures
		getTile(tile_dirs[face], &tiles[face]);
	}

	// locate possible neighboring nodes to connect to
	int neighbors_set = 0;
	if (f->node_box.type == NODEBOX_CONNECTED) {
		for (int dir = 0; dir != 6; dir++) {
			int flag = 1 << dir;
			v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
			MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
			if (nodedef->nodeboxConnects(n, n2, flag))
				neighbors_set |= flag;
		}
	}

	std::vector<aabb3f> boxes;
	n.getNodeBoxes(nodedef, &boxes, neighbors_set);
	for (const auto &box : boxes)
		drawAutoLightedCuboid(box, nullptr, tiles, 6);
}

void MapblockMeshGenerator::drawMeshNode()
{
	u8 facedir = 0;
	scene::IMesh* mesh;
	bool private_mesh; // as a grab/drop pair is not thread-safe

	if (f->param_type_2 == CPT2_FACEDIR ||
			f->param_type_2 == CPT2_COLORED_FACEDIR) {
		facedir = n.getFaceDir(nodedef);
	} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
			f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
		// Convert wallmounted to 6dfacedir.
		// When cache enabled, it is already converted.
		facedir = n.getWallMounted(nodedef);
		if (!enable_mesh_cache)
			facedir = wallmounted_to_facedir[facedir];
	}

	if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
		// use cached meshes
		private_mesh = false;
		mesh = f->mesh_ptr[facedir];
	} else if (f->mesh_ptr[0]) {
		// no cache, clone and rotate mesh
		private_mesh = true;
		mesh = cloneMesh(f->mesh_ptr[0]);
		rotateMeshBy6dFacedir(mesh, facedir);
		recalculateBoundingBox(mesh);
		meshmanip->recalculateNormals(mesh, true, false);
	} else
		return;

	int mesh_buffer_count = mesh->getMeshBufferCount();
	for (int j = 0; j < mesh_buffer_count; j++) {
		useTile(j);
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
		int vertex_count = buf->getVertexCount();

		if (data->m_smooth_lighting) {
			// Mesh is always private here. So the lighting is applied to each
			// vertex right here.
			for (int k = 0; k < vertex_count; k++) {
				video::S3DVertex &vertex = vertices[k];
				vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
				vertex.Pos += origin;
			}
			collector->append(tile, vertices, vertex_count,
				buf->getIndices(), buf->getIndexCount());
		} else {
			// Don't modify the mesh, it may not be private here.
			// Instead, let the collector process colors, etc.
			collector->append(tile, vertices, vertex_count,
				buf->getIndices(), buf->getIndexCount(), origin,
				color, f->light_source);
		}
	}
	if (private_mesh)
		mesh->drop();
}

// also called when the drawtype is known but should have been pre-converted
void MapblockMeshGenerator::errorUnknownDrawtype()
{
	infostream << "Got drawtype " << f->drawtype << std::endl;
	FATAL_ERROR("Unknown drawtype");
}

void MapblockMeshGenerator::drawNode()
{
	// skip some drawtypes early
	switch (f->drawtype) {
		case NDT_NORMAL:   // Drawn by MapBlockMesh
		case NDT_AIRLIKE:  // Not drawn at all
		case NDT_LIQUID:   // Drawn by MapBlockMesh
			return;
		default:
			break;
	}
	origin = intToFloat(p, BS);
	if (data->m_smooth_lighting)
		getSmoothLightFrame();
	else
		light = LightPair(getInteriorLight(n, 1, nodedef));
	switch (f->drawtype) {
		case NDT_FLOWINGLIQUID:     drawLiquidNode(); break;
		case NDT_GLASSLIKE:         drawGlasslikeNode(); break;
		case NDT_GLASSLIKE_FRAMED:  drawGlasslikeFramedNode(); break;
		case NDT_ALLFACES:          drawAllfacesNode(); break;
		case NDT_TORCHLIKE:         drawTorchlikeNode(); break;
		case NDT_SIGNLIKE:          drawSignlikeNode(); break;
		case NDT_PLANTLIKE:         drawPlantlikeNode(); break;
		case NDT_PLANTLIKE_ROOTED:  drawPlantlikeRootedNode(); break;
		case NDT_FIRELIKE:          drawFirelikeNode(); break;
		case NDT_FENCELIKE:         drawFencelikeNode(); break;
		case NDT_RAILLIKE:          drawRaillikeNode(); break;
		case NDT_NODEBOX:           drawNodeboxNode(); break;
		case NDT_MESH:              drawMeshNode(); break;
		default:                    errorUnknownDrawtype(); break;
	}
}

/*
	TODO: Fix alpha blending for special nodes
	Currently only the last element rendered is blended correct
*/
void MapblockMeshGenerator::generate()
{
	for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
	for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
	for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
		n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
		f = &nodedef->get(n);
		drawNode();
	}
}

void MapblockMeshGenerator::renderSingle(content_t node)
{
	p = {0, 0, 0};
	n = MapNode(node, 0xff, 0x00);
	f = &nodedef->get(n);
	drawNode();
}